Erik Hofman wrote:
Even for (say) a dozen of simultaneously active dynamic models? I'm not sure, but it would be a good thing to look into.
Even for hundreds. The overhead for a property tie is pretty close to zero. You pay the cost only when the property is accessed -- to your internal C++ code, it's still just a variable. The only way to get into performance difficulties is if you are setting the values repeatedly (every frame, for instance) from a script. Nasal isn't terribly slow, but spinning in an interpreter like that is just a bad idea. :)
Thinking about it a bit further. When populating the world with hundreds or thousands of scenery bound dynamic objects (just like it could be done with the static scenery at the moment) this doesn't sound like a good solution.
I think a Nasal object (like the properties bindings) would bet a better solution without overloading the property tree with too much information.
Erik
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